Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you
should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“More things are constantly being added and the experience will change over time. It's less beta testing at this point and more expanding on the game, although bugs and glitches are inevitable.”

Approximately how long will this game be in Early Access?

“Most likely for several months, but it will depend on what the community thinks.”

How is the full version planned to differ from the Early Access version?

“The current final release goal is to improve graphics, upgrade networking functionality, create more content and provide full Windows, OSX and Linux support.”

What is the current state of the Early Access version?

“The game is completely playable with hours and hours of content to explore.”

Will the game be priced differently during and after Early Access?

“It will remain free, but the abilities provided by Gold may change. Nothing that will make the game pay to win, however.”

How are you planning on involving the Community in your development process?

“Throughout all of the development so far popularly recommended ideas have been added to the game. This will continue through the Steam release with the forums. The Steam Workshop could also be integrated to allow the community to create their own content. Polls are widely used to gauge community interest in various ideas.”

Items available for this game

December 9

There was a very confusing bug in multiplayer after the update came out where your character would bounce up/down while playing on a server, so I reverted the update while hunting it down. Unfortunately I didn't run into it while testing because of an option I had enabled on my server. It turned out that due to the bayonet fix the input packet was getting corrupted such that the server thought you were holding the jump key, so your player was rubberbanding to match the server's bunnyhops! :)

Fixed Stockpile button linking to New section when there aren't new items.

Fixed left-handed driving viewmodel.

Fixed clouds to render a bit further away.

Cleaned up devkit layout loading/saving.

Cleaned up devkit window inheritance chain.

Landscape:

This week I completely rewrote the landscape features as the first half of a big improvement to the terrain systems/visuals - the next half (foliage/trees) hopefully being ready to go next week. I've put together a little demo on the Devtest4 map if you'd like to check some of these improvements out:

Terrains can have caves/holes in them now by creating a LandscapeHoleVolume from the type browser. Previously underground areas on maps were large pits in the ground covered by meshes, so I'm really excited for the potential to create metro systems that connect multiple cities, underground cave networks, sewers, etc! This feature works with the old non-devkit terrains as well, so you don't need to upgrade your map to take advantage of it.

Landscapes are composed of tiles which can be expanded in any direction, so your map doesn't have to be square and if you have an idea for a new location you can just extend your map. Tiles can also be deleted.

Each tile can have up to 8 different terrain materials instead of the global 8 material limit previously, so a map can have many different biomes with different textures for mountains, swamps, flatlands, etc. Materials are added automatically when painting, but if you hit the 8 material limit you can select the tile and remove one to free up a slot.

I've also really improved the sculpting/painting tools and they have a few features I haven't seen in any other terrain editors like eyedropping materials. If you want to try your hand at landscape creation open a map in the devkit, add a Landscape from the type browser, open the Landscape Tool from the window list and click in an empty space to add a new tile, or just open the Devtest4 map.

Automatically converting old non-devkit terrains to the new system is supported in the tile menu, but although your material placement is preserved it can't automatically link the material assets. I need to improve and add some more features to the inspector before this becomes easy, so I'd recommend on holding off upgrading your existing maps until I upgrade the official ones.

This week we're up to ~8,600 bans, (~1,200 more than last week) so it looks like the cheaters are starting to give up!

If you've been getting an "Unsupported Modules" BattlEye kick you'll need to remove any folders other than "Framework" and "Unturned" from your Unturned/Modules directory. In the future as modules become more stable I'll likely open up to signing popular ones so that they are compatible with BattlEye.

Devkit:

Everything is slowly coming together! Probably the biggest inheritance chain "ItemGunAsset" is now converted to use these new systems, so you can modify/create guns in the inspector without going through the files - however it's unpolished, messy looking and not very easy yet. The plan is also to make specific tools for some types for example a dialogue tree editor (wish I had that when working on the Liberator!)

The Ace is the only item currently using the new format, so any bugs with it are probably down to a conversion issue. I'd suggest checking the tool out, but don't rely on it yet. Unturned will load the new .asset files over the .dat files, but your existing .dat files are preserved so if conversion goes wrong you can delete the generated .asset file.

I'm very pleased to see the improvements between the old and new selection/transform tool so far, I feel like it shows I've learned a lot along the way. The old one uses a bunch of hacks to apply the transformations, whereas the new one properly does the math. You can also snap when dragging on a plane with the new one, while the old one would lock it to the 3D grid. When rotating it's now based on your mouse movement along the circle tangent, even when the circle plane is perpendicular to your viewpoint. There's also a visualization of your snapping intervals and console commands to adjust the handle sensitivity and size on your screen.

Unity Update:

The most visible change in this upgrade should be that those cases on huge maps where the shadows could flicker should hopefully be toned down or gone thanks to their new higher-precision shadow depth buffer.

Water Sorting:

Previously you could see glass in windows underwater from quite aways away - now that shouldn't happen. By default in Unity transparent objects are sorted by distance to your viewpoint, so with water being so big usually the transparent meshes underwater were considered closer and drawn first. Now Unturned keeps track of most transparent materials and splits them based on which side of the water they are on.

About This Game

Unturned is a sandbox game in the multiplayer survival genre. Survive the zombie infestation with your friends! Over the course of a typical adventure you'll fortify a base, scavenge for supplies, live off the land and negotiate with other players. The game is being developed hand-in-hand with the community, and tons of features are based entirely on feedback:

Fortification:You can build massive forts out of structural building blocks, or barricade smaller buildings from before the apocalypse began. It is also possible to create traps and intricate electronic systems. These extend to vehicles as well, you can make a giant rolling fortress!

Survival:It is entirely possible to live off the wilderness by harvesting resources, fishing, growing crops and hunting down animals.

Explore:There are several openworld locations to visit from Prince Edward Island to Russia, with many more available in the Steam Workshop.

Bandits:In PvP servers you can battle other players to steal their gear, or play Arena mode servers for a last man standing experience.

Heroes:In PvE you can team up with other players without fear of death, or create a group and work together in PvP! You can also progress Unturned's story by helping rebuild society questing with NPCs.